Exemple #1
0
void gpuInit(void)
{
	colorBuf = vramAlloc(400*240*4);
	depthBuf = vramAlloc(400*240*4);
	cmdBuf = linearAlloc(0x40000*4);

	GPU_Init(NULL);
	GPU_Reset(NULL, cmdBuf, 0x40000);
}
Exemple #2
0
GPU * GPU_Init(u8 l)
{
     GPU * g;

     if ((g = (GPU *) malloc(sizeof(GPU))) == NULL)
        return NULL;

     GPU_Reset(g, l);
     return g;
}
Exemple #3
0
int sf2d_init_advanced(int gpucmd_size, int temppool_size)
{
	if (sf2d_initialized) return 0;

	gpu_fb_addr       = vramMemAlign(400*240*8, 0x100);
	gpu_depth_fb_addr = vramMemAlign(400*240*8, 0x100);
	gpu_cmd           = linearAlloc(gpucmd_size * 4);
	pool_addr         = linearAlloc(temppool_size);
	pool_size         = temppool_size;
	gpu_cmd_size      = gpucmd_size;

	//gfxInitDefault();
	GPU_Init(NULL);
	//gfxSet3D(false);
	GPU_Reset(NULL, gpu_cmd, gpucmd_size);

	//Setup the shader
	dvlb = DVLB_ParseFile((u32 *)shader_vsh_shbin, shader_vsh_shbin_size);
	shaderProgramInit(&shader);
	shaderProgramSetVsh(&shader, &dvlb->DVLE[0]);

	//Get shader uniform descriptors
	projection_desc = shaderInstanceGetUniformLocation(shader.vertexShader, "projection");

	shaderProgramUse(&shader);

	matrix_init_orthographic(ortho_matrix_top, 0.0f, 400.0f, 0.0f, 240.0f, 0.0f, 1.0f);
	matrix_init_orthographic(ortho_matrix_bot, 0.0f, 320.0f, 0.0f, 240.0f, 0.0f, 1.0f);
	matrix_gpu_set_uniform(ortho_matrix_top, projection_desc);

	//Register the apt callback hook
	//aptHook(&apt_hook_cookie, apt_hook_func, NULL);

	vblank_wait = 1;
	current_fps = 0.0f;
	frames = 0;
	last_time = osGetTime();

	cur_screen = GFX_TOP;
	cur_side = GFX_LEFT;

	GPUCMD_Finalize();
	GPUCMD_FlushAndRun();
	gspWaitForP3D();

	sf2d_pool_reset();

	sf2d_initialized = 1;

	return 1;
}
Exemple #4
0
static void reset_gpu_apt_resume()
{
	GPU_Reset(NULL, gpu_cmd, gpu_cmd_size); // Only required for custom GPU cmd sizes
	shaderProgramUse(&shader);

	if (cur_screen == GFX_TOP) {
		matrix_gpu_set_uniform(ortho_matrix_top, projection_desc);
	} else {
		matrix_gpu_set_uniform(ortho_matrix_bot, projection_desc);
	}

	GPUCMD_Finalize();
	GPUCMD_FlushAndRun();
	gspWaitForP3D();
}
Exemple #5
0
void Screen_Reset(void) {
   GPU_Reset(MainScreen.gpu, 0);
   GPU_Reset(SubScreen.gpu, 1);
}
Exemple #6
0
static void* ctr_init(const video_info_t* video,
      const input_driver_t** input, void** input_data)
{
   void* ctrinput = NULL;
   ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t));

   if (!ctr)
      return NULL;

//   gfxInitDefault();
//   gfxSet3D(false);

   memset(ctr, 0, sizeof(ctr_video_t));

   ctr->display_list_size = 0x40000;
   ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t));
   GPU_Reset(NULL, ctr->display_list, ctr->display_list_size);

   ctr->texture_width = 512;
   ctr->texture_height = 512;
   ctr->texture_linear =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128);
   ctr->texture_swizzled =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128);

   ctr->frame_coords = linearAlloc(sizeof(ctr_vertex_t));
   ctr->frame_coords->x0 = 0;
   ctr->frame_coords->y0 = 0;
   ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT;
   GSPGPU_FlushDataCache(NULL, (u8*)ctr->frame_coords, sizeof(ctr_vertex_t));

   ctr->menu.texture_width = 512;
   ctr->menu.texture_height = 512;
   ctr->menu.texture_linear =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128);
   ctr->menu.texture_swizzled =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128);

   ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t));

   ctr->menu.frame_coords->x0 = 40;
   ctr->menu.frame_coords->y0 = 0;
   ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40;
   ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->menu.frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH - 80;
   ctr->menu.frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT;
   GSPGPU_FlushDataCache(NULL, (u8*)ctr->menu.frame_coords, sizeof(ctr_vertex_t));

   ctr_set_scale_vector(&ctr->scale_vector,
                        CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                        ctr->texture_width, ctr->texture_height);
   ctr_set_scale_vector(&ctr->menu.scale_vector,
                        CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                        ctr->menu.texture_width, ctr->menu.texture_height);

   ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shader_shbin, ctr_sprite_shader_shbin_size);
   ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2);
   shaderProgramUse(&ctr->shader);

   GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                   VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER),
                   0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH);

//      GPU_SetViewport(NULL,
//                      VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER),
//                      0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH);

   GPU_DepthMap(-1.0f, 0.0f);
   GPU_SetFaceCulling(GPU_CULL_NONE);
   GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
   GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
   GPU_SetBlendingColor(0, 0, 0, 0);
//      GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);
   GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL);
   //   GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL);

   GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0);
   GPUCMD_AddWrite(GPUREG_0118, 0);

   GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD,
                        GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA,
                        GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
   GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);

   GPU_SetTextureEnable(GPU_TEXUNIT0);

   GPU_SetTexEnv(0,
                 GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                 GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                 GPU_TEVOPERANDS(0, 0, 0),
                 GPU_TEVOPERANDS(0, 0, 0),
                 GPU_MODULATE, GPU_MODULATE,
                 0xFFFFFFFF);

   GPU_SetTexEnv(1, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(2, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(3, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(4, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(5, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);

   ctrGuSetAttributeBuffers(2,
                            VIRT_TO_PHYS(ctr->menu.frame_coords),
                            CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 |
                            CTRGU_ATTRIBFMT(GPU_SHORT, 2) << 4,
                            sizeof(ctr_vertex_t));
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);
   gspWaitForEvent(GSPEVENT_P3D, false);

   if (input && input_data)
   {
      ctrinput = input_ctr.init();
      *input = ctrinput ? &input_ctr : NULL;
      *input_data = ctrinput;
   }

   return ctr;
}
Exemple #7
0
static void* ctr_init(const video_info_t* video,
      const input_driver_t** input, void** input_data)
{
   float refresh_rate;
   void* ctrinput   = NULL;
   ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t));

   if (!ctr)
      return NULL;

   memset(ctr, 0, sizeof(ctr_video_t));


   ctr->vp.x                = 0;
   ctr->vp.y                = 0;
   ctr->vp.width            = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->vp.height           = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->vp.full_width       = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->vp.full_height      = CTR_TOP_FRAMEBUFFER_HEIGHT;


   ctr->display_list_size = 0x400;
   ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t));
   GPU_Reset(NULL, ctr->display_list, ctr->display_list_size);

   ctr->rgb32 = video->rgb32;
   ctr->texture_width = video->input_scale * RARCH_SCALE_BASE;
   ctr->texture_height = video->input_scale * RARCH_SCALE_BASE;
   ctr->texture_linear =
         linearMemAlign(ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4:2), 128);
   ctr->texture_swizzled =
         linearMemAlign(ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4:2), 128);

   ctr->frame_coords = linearAlloc(3 * sizeof(ctr_vertex_t));
   ctr->frame_coords->x0 = 0;
   ctr->frame_coords->y0 = 0;
   ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->frame_coords->u0 = 0;
   ctr->frame_coords->v0 = 0;
   ctr->frame_coords->u1 = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->frame_coords->v1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));

   ctr->menu.texture_width = 512;
   ctr->menu.texture_height = 512;
   ctr->menu.texture_linear =
         linearMemAlign(ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t), 128);
   ctr->menu.texture_swizzled =
         linearMemAlign(ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t), 128);

   ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t));

   ctr->menu.frame_coords->x0 = 40;
   ctr->menu.frame_coords->y0 = 0;
   ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40;
   ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->menu.frame_coords->u0 = 0;
   ctr->menu.frame_coords->v0 = 0;
   ctr->menu.frame_coords->u1 = CTR_TOP_FRAMEBUFFER_WIDTH - 80;
   ctr->menu.frame_coords->v1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   GSPGPU_FlushDataCache(ctr->menu.frame_coords, sizeof(ctr_vertex_t));

   ctr_set_scale_vector(&ctr->scale_vector,
                        CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                        ctr->texture_width, ctr->texture_height);
   ctr_set_scale_vector(&ctr->menu.scale_vector,
                        CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                        ctr->menu.texture_width, ctr->menu.texture_height);

   ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shbin, ctr_sprite_shbin_size);
   ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2);
   shaderProgramUse(&ctr->shader);

   GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                   VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER),
                   0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH);

   GPU_DepthMap(-1.0f, 0.0f);
   GPU_SetFaceCulling(GPU_CULL_NONE);
   GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
   GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
   GPU_SetBlendingColor(0, 0, 0, 0);
//      GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);
   GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL);
   //   GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL);

   GPUCMD_AddMaskedWrite(GPUREG_EARLYDEPTH_TEST1, 0x1, 0);
   GPUCMD_AddWrite(GPUREG_EARLYDEPTH_TEST2, 0);

   GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD,
                        GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA,
                        GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
   GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);

   GPU_SetTextureEnable(GPU_TEXUNIT0);

   GPU_SetTexEnv(0, GPU_TEXTURE0, GPU_TEXTURE0, 0, 0, GPU_REPLACE, GPU_REPLACE, 0);
   GPU_SetTexEnv(1, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(2, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(3, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(4, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(5, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);

   ctrGuSetAttributeBuffers(2,
                            VIRT_TO_PHYS(ctr->menu.frame_coords),
                            CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 |
                            CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 4,
                            sizeof(ctr_vertex_t));
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);
   gspWaitForEvent(GSPGPU_EVENT_P3D, false);

   if (input && input_data)
   {
      ctrinput = input_ctr.init();
      *input = ctrinput ? &input_ctr : NULL;
      *input_data = ctrinput;
   }

   ctr->keep_aspect   = true;
   ctr->should_resize = true;
   ctr->smooth        = video->smooth;
   ctr->vsync         = video->vsync;
   ctr->lcd_buttom_on = true;
   ctr->current_buffer_top = 0;

   ctr->empty_framebuffer = linearAlloc(320 * 240 * 2);
   memset(ctr->empty_framebuffer, 0, 320 * 240 * 2);

   refresh_rate = (32730.0 * 8192.0) / 4481134.0;

   driver_ctl(RARCH_DRIVER_CTL_SET_REFRESH_RATE, &refresh_rate);
   aptHook(&ctr->lcd_aptHook, ctr_lcd_aptHook, ctr);

   return ctr;
}
Exemple #8
0
bool gpuInit() {
    if(!serviceRequire("gfx")) {
        return false;
    }

    dirtyState = 0xFFFFFFFF;
    dirtyTexEnvs = 0xFFFFFFFF;
    dirtyTextures = 0xFFFFFFFF;

    clearColor = 0;
    clearDepth = 0;

    viewportScreen = TOP_SCREEN;
    viewportX = 0;
    viewportY = 0;
    viewportWidth = 240;
    viewportHeight = 400;

    scissorMode = SCISSOR_DISABLE;
    scissorX = 0;
    scissorY = 0;
    scissorWidth = 240;
    scissorHeight = 400;

    depthNear = 0;
    depthFar = 1;

    cullMode = CULL_NONE;

    stencilEnable = false;
    stencilFunc = TEST_ALWAYS;
    stencilRef = 0;
    stencilMask = 0xFF;
    stencilReplace = 0;
    stencilFail = OP_KEEP;
    stencilZFail = OP_KEEP;
    stencilZPass = OP_KEEP;

    blendRed = 0;
    blendGreen = 0;
    blendBlue = 0;
    blendAlpha = 0;
    blendColorEquation = BLEND_ADD;
    blendAlphaEquation = BLEND_ADD;
    blendColorSrc = FACTOR_SRC_ALPHA;
    blendColorDst = FACTOR_ONE_MINUS_SRC_ALPHA;
    blendAlphaSrc = FACTOR_SRC_ALPHA;
    blendAlphaDst = FACTOR_ONE_MINUS_SRC_ALPHA;

    alphaEnable = false;
    alphaFunc = TEST_ALWAYS;
    alphaRef = 0;

    depthEnable = false;
    depthFunc = TEST_GREATER;

    componentMask = GPU_WRITE_ALL;

    activeShader = NULL;

    texEnv[0].rgbSources = TEXENV_SOURCES(SOURCE_TEXTURE0, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR);
    texEnv[0].alphaSources = TEXENV_SOURCES(SOURCE_TEXTURE0, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR);
    texEnv[0].rgbOperands = TEXENV_OPERANDS(0, 0, 0);
    texEnv[0].alphaOperands = TEXENV_OPERANDS(0, 0, 0);
    texEnv[0].rgbCombine = COMBINE_MODULATE;
    texEnv[0].alphaCombine = COMBINE_MODULATE;
    texEnv[0].constantColor = 0xFFFFFFFF;
    for(u8 env = 1; env < TEX_ENV_COUNT; env++) {
        texEnv[env].rgbSources = TEXENV_SOURCES(SOURCE_PREVIOUS, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR);
        texEnv[env].alphaSources = TEXENV_SOURCES(SOURCE_PREVIOUS, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR);
        texEnv[env].rgbOperands = TEXENV_OPERANDS(0, 0, 0);
        texEnv[env].alphaOperands = TEXENV_OPERANDS(0, 0, 0);
        texEnv[env].rgbCombine = COMBINE_REPLACE;
        texEnv[env].alphaCombine = COMBINE_REPLACE;
        texEnv[env].constantColor = 0xFFFFFFFF;
    }

    for(u8 unit = 0; unit < TEX_UNIT_COUNT; unit++) {
        activeTextures[unit] = NULL;
    }

    enabledTextures = 0;

    u32 gpuCmdSize = 0x40000;
    u32* gpuCmd = (u32*) linearAlloc(gpuCmdSize * 4);
    GPU_Init(NULL);
    GPU_Reset(NULL, gpuCmd, gpuCmdSize);
    GPUCMD_SetBufferOffset(0);
    return true;
}
Exemple #9
0
int main() 
{
	int i, x, y;
	
	touchPosition lastTouch;
	u32 repeatkeys = 0;
	int repeatstate = 0;
	int repeatcount = 0;
	
	running = 0;
	pause = 0;
	exitemu = 0;
	
	
		
	PPU_Init();
	
	
	srvInit();
		
	aptInit();
	aptOpenSession();
	APT_SetAppCpuTimeLimit(NULL, 30); // enables syscore usage
	aptCloseSession();

	gfxInit();
	hidInit(NULL);
	fsInit();
	
	GPU_Init(NULL);
	gpuCmdSize = 0x40000;
	gpuCmd = (u32*)linearAlloc(gpuCmdSize*4);
	GPU_Reset(gxCmdBuf, gpuCmd, gpuCmdSize);
	
	shader = SHDR_ParseSHBIN((u32*)blarg_shbin, blarg_shbin_size);
	
	GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201);
	gfxSwapBuffersGpu();
	
	UI_SetFramebuffer(gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL));
	
	BorderTex = (u32*)linearAlloc(512*256*4);
	MainScreenTex = (u32*)linearAlloc(512*256*4);
	SubScreenTex = (u32*)linearAlloc(512*256*4);
	BrightnessTex = (u8*)linearAlloc(8*256);
	
	borderVertices = (float*)linearAlloc(5*3 * 2 * sizeof(float));
	screenVertices = (float*)linearAlloc(7*3 * 2 * sizeof(float));
	
	float* fptr = &vertexList[0];
	for (i = 0; i < 5*3*2; i++) borderVertices[i] = *fptr++;
	for (i = 0; i < 7*3*2; i++) screenVertices[i] = *fptr++;
	

	sdmcArchive = (FS_archive){0x9, (FS_path){PATH_EMPTY, 1, (u8*)""}};
	FSUSER_OpenArchive(NULL, &sdmcArchive);
	
	if (!LoadBorder("/blargSnesBorder.bmp"))
		CopyBitmapToTexture(defaultborder, BorderTex, 400, 240, 0xFF, 0, 64, true);
		
	CopyBitmapToTexture(screenfill, PPU_MainBuffer, 256, 224, 0, 16, 64, false);
	memset(PPU_SubBuffer, 0, 256*256*4);
	memset(PPU_Brightness, 0xFF, 224);
	
	UI_Switch(&UI_ROMMenu);
	
	svcCreateEvent(&SPCSync, 0);
	
	aptSetupEventHandler();

	
	APP_STATUS status;
	while((status = aptGetStatus()) != APP_EXITING)
	{
		if(status == APP_RUNNING)
		{
			svcSignalEvent(SPCSync);
			
			hidScanInput();
			u32 press = hidKeysDown();
			u32 held = hidKeysHeld();
			u32 release = hidKeysUp();
			
			GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0);
			RenderTopScreen();
			GPUCMD_Finalize();
			GPUCMD_Run(gxCmdBuf);
			
			if (running)
			{
				// emulate
				
				CPU_Run(); // runs the SNES for one frame. Handles PPU rendering.
				
				// SRAM autosave check
				// TODO: also save SRAM under certain circumstances (pausing, returning to home menu, etc)
				framecount++;
				if (!(framecount & 7))
					SNES_SaveSRAM();
			}
			else
			{
				// update UI
				
				if (held & KEY_TOUCH)
				{
					hidTouchRead(&lastTouch);
					UI_Touch(true, lastTouch.px, lastTouch.py);
					held &= ~KEY_TOUCH;
				}
				else if (release & KEY_TOUCH)
				{
					UI_Touch(false, lastTouch.px, lastTouch.py);
					release &= ~KEY_TOUCH;
				}
				
				if (press)
				{
					UI_ButtonPress(press);
					
					// key repeat
					repeatkeys = press & (KEY_UP|KEY_DOWN|KEY_LEFT|KEY_RIGHT);
					repeatstate = 1;
					repeatcount = 15;
				}
				else if (held == repeatkeys)
				{
					repeatcount--;
					if (!repeatcount)
					{
						repeatcount = 7;
						if (repeatstate == 2)
							UI_ButtonPress(repeatkeys);
						else
							repeatstate = 2;
					}
				}
			}
			
			UI_SetFramebuffer(gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL));
			UI_Render();
			
			/*GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0);
			RenderTopScreen();
			GPUCMD_Finalize();
			GPUCMD_Run(gxCmdBuf);*/
			
			// flush the bottomscreen cache while the PICA200 is busy rendering
			GSPGPU_FlushDataCache(NULL, gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x38400);
			
			// wait for the PICA200 to finish drawing
			gspWaitForP3D();
			
			// copy new screen textures
			// SetDisplayTransfer with flags=2 converts linear graphics to the tiled format used for textures
			GX_SetDisplayTransfer(gxCmdBuf, PPU_MainBuffer, 0x01000200, MainScreenTex, 0x01000200, 0x2);
			gspWaitForPPF();
			GX_SetDisplayTransfer(gxCmdBuf, PPU_SubBuffer, 0x01000200, SubScreenTex, 0x01000200, 0x2);
			gspWaitForPPF();
			
			// copy brightness.
			// TODO do better
			u8* bptr = BrightnessTex;
			for (i = 0; i < 224;)
			{
				u32 pixels = *(u32*)&PPU_Brightness[i];
				i += 4;
				
				*bptr = (u8)pixels;
				pixels >>= 8;
				bptr += 2;
				*bptr = (u8)pixels;
				pixels >>= 8;
				bptr += 6;
				
				*bptr = (u8)pixels;
				pixels >>= 8;
				bptr += 2;
				*bptr = (u8)pixels;
				pixels >>= 8;
				bptr += 22;
			}
			
			// transfer the final color buffer to the LCD and clear it
			// we can mostly overlap those two operations
			GX_SetDisplayTransfer(gxCmdBuf, gpuOut, 0x019001E0, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 0x019001E0, 0x01001000);
			svcSleepThread(20000);
			GX_SetMemoryFill(gxCmdBuf, gpuOut, 0x404040FF, &gpuOut[0x2EE00], 0x201, gpuDOut, 0x00000000, &gpuDOut[0x2EE00], 0x201);
			gspWaitForPPF();
			gspWaitForPSC0();

			gspWaitForEvent(GSPEVENT_VBlank0, false);
			gfxSwapBuffersGpu();
		}
		else if(status == APP_SUSPENDING)